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//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
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// DYNAMIC: "COMPRESSED_VERTS" "0..1"
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// DYNAMIC: "SKINNING" "0..1"
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// DYNAMIC: "MORPHING" "0..1" [vs30]
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// Includes
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#include "common_vs_fxc.h"
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// Globals
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static const bool g_bSkinning = SKINNING ? true : false;
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#ifdef SHADER_MODEL_VS_3_0
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// NOTE: cMorphTargetTextureDim.xy = target dimensions,
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// cMorphTargetTextureDim.z = 4tuples/morph
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const float3 cMorphTargetTextureDim : register( SHADER_SPECIFIC_CONST_6 );
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const float4 cMorphSubrect : register( SHADER_SPECIFIC_CONST_7 );
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sampler2D morphSampler : register( D3DVERTEXTEXTURESAMPLER0, s0 );
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#endif
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// Structs
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struct VS_INPUT
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{
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float4 vPos : POSITION; // Position
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float4 vBoneWeights : BLENDWEIGHT; // Skin weights
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float4 vBoneIndices : BLENDINDICES; // Skin indices
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float4 vTexCoord0 : TEXCOORD0; // Base texture coordinates
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float3 vPosFlex : POSITION1; // Delta positions for flexing
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#ifdef SHADER_MODEL_VS_3_0
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float vVertexID : POSITION2;
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#endif
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};
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struct VS_OUTPUT
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{
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float4 vProjPosition : POSITION; // Projection-space position
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float2 vTexCoord0 : TEXCOORD0;
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};
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// Main
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VS_OUTPUT main( const VS_INPUT i )
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{
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VS_OUTPUT o;
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float4 vObjPosition = i.vPos;
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#if !defined( SHADER_MODEL_VS_3_0 ) || !MORPHING
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ApplyMorph( i.vPosFlex, vObjPosition.xyz );
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#else
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ApplyMorph( morphSampler, cMorphTargetTextureDim, cMorphSubrect, i.vVertexID, float3( 0, 0, 0 ), vObjPosition.xyz );
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#endif
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// Transform the position
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float3 vWorldPosition = { 0.0f, 0.0f, 0.0f };
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SkinPosition( g_bSkinning, vObjPosition, i.vBoneWeights, i.vBoneIndices, vWorldPosition );
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// Transform into projection space
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float4 vProjPosition = mul( float4( vWorldPosition, 1.0f ), cViewProj );
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o.vProjPosition = vProjPosition;
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// Pass through tex coords
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o.vTexCoord0.xy = i.vTexCoord0.xy;
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return o;
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}
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